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C++ OWN_IMPACT::SetImpactID方法代码示例

本文整理汇总了C++中OWN_IMPACT::SetImpactID方法的典型用法代码示例。如果您正苦于以下问题:C++ OWN_IMPACT::SetImpactID方法的具体用法?C++ OWN_IMPACT::SetImpactID怎么用?C++ OWN_IMPACT::SetImpactID使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在OWN_IMPACT的用法示例。


在下文中一共展示了OWN_IMPACT::SetImpactID方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: GetResultImpact


//.........这里部分代码省略.........
		//Calculate Damages
		//Near
		nDamage = NearDamage(rAttacker, rDefencer, m_nAdditionalAttackNear, m_nAdditionalDefenceNear);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageNear(rImp, nDamage);
		nMaxDamage = nDamage;
		nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_NEAR;

		//Far
		nDamage = FarDamage(rAttacker, rDefencer, m_nAdditionalAttackFar, m_nAdditionalDefenceFar);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageFar(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_FAR;
		}
		//近程内功
		nDamage = MagicalNearDamage(rAttacker, rDefencer, m_nAdditionalAttackMagicNear, m_nAdditionalDefenceMagicNear);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageMagicNear(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_MAGIC_NEAR;
		}
		//近程外功
		nDamage = MagicalFarDamage(rAttacker, rDefencer, m_nAdditionalAttackMagicFar, m_nAdditionalDefenceMagicFar);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageMagicFar(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_MAGIC_FAR;
		}
		//Gold
		nDamage = GoldDamage(rAttacker, rDefencer, m_nAdditionalAttackGold, m_nAdditionalDefenceGold);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageGold(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_GOLD;
		}
		
		//Wood
		nDamage = WoodDamage(rAttacker, rDefencer, m_nAdditionalAttackWood, m_nAdditionalDefenceWood);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageWood(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_WOOD;
		}

		//Water
		nDamage = WaterDamage(rAttacker, rDefencer, m_nAdditionalAttackWater, m_nAdditionalDefenceWater);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageWater(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_WATER;
		}

		//Fire
		nDamage = FireDamage(rAttacker, rDefencer, m_nAdditionalAttackFire, m_nAdditionalDefenceFire);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageFire(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_FIRE;
		}

		//Soil
		nDamage = SoilDamage(rAttacker, rDefencer, m_nAdditionalAttackSoil, m_nAdditionalDefenceSoil);
		// Refix damage with fluctuation
		nDamage	= nDamage + nDamage*nFluctuation/100;
		logicDamages.SetDamageSoil(rImp, nDamage);
		if(nMaxDamage<nDamage)
		{
			nMaxDamage = nDamage;
			nSpecialEffectID = DAMAGE_SPECIAL_EFFECT_SOIL;
		}

		rImp.SetImpactID(nSpecialEffectID);

		return TRUE;
		__LEAVE_FUNCTION
		return FALSE;
	}
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